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A co

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Posts posted by A co

  1. My experience- After hesitating for months, I just bought the upgrade a few days ago. Installing it was quick and easy, making me wish I'd done it sooner. When I first fired up the game it didn't seem to realize I had the Market Garden module installed. On a hunch, I restarted the computer, and everything runs perfect from then on.

    (Before upgrading I copied the game to another folder to be able to continue a game with a non-upgraded opponent. That was quick and easy also.)

    So I say, go for it.

  2. The Tacops game, whose demo I played years ago, had the artillery recording all targets fired upon, as in real life I suppose. Basically creating a TRP every time you fire a mission. I seem to recall BFC saying they didn't do this in CM because they wanted artillery to be simplified in its function and not too overpowering- at least in the WWII games.

  3. Not to harp on this issue, but- I've just seen the same odd results with a Soviet 37mm AA gun being fired upon. Four 75mm HE direct fire shells hit so close it looked like they were impacting on the gun itself, without knocking it out. It's just hard to believe the gun would still function. No foxhole or trench involved. Sure, outliers happen occasionally, but something doesn't seem right.

  4. Didn't CMSF have scenarios where the victory conditions specified not destroying certain buildings? (PRESERVE objective I think). So these kinds of restrictions on firepower, based on the mission's goals, are already with us in CM. Of course nobody who's getting shot at wants limits put on the fire support that can save his life. But the higher-ups have a bigger strategic, political and diplomatic picture in mind.

  5. Also when you move a unit to a wall, observe which action squares are dimly highlighted when your movement command cursor is over the terrain, before you click to choose the spot. The squad will occupy the highlighted squares, so make sure the ones on the correct side of your wall are lit up, then go ahead and click. One, two, or three squares will light up, depending on the size of the squad, and where you move the cursor.

  6. 1) I don't know about building limits but if you have a building totally packed with your men I sure hope a random shell doesn't land on it. Are you doing it just out of curiosity?

    2) If part of a squad is on the wrong side of a low wall, try giving a 'face' command toward the enemy. I think the men will get behind the wall. If it's a really big squad, they might spread themselves beyond the wall, to avoid bunching up. Have to see it by trial and error.

  7. Thanks for the helpful links.

    I am not asking here about a case of the armor being penetrated, which would show a hit text if that were happening. Indeed, half-tracks are lightly armored.

    A good part of previous discussions was about the proper use of half-tracks as troop transporters. What I am thinking is that regardless of what the player is tactically doing or not doing with his half-tracks, the passengers' heads should not be exposed over the rim of the armor, sitting at attention. Or certainly not the heads of the entire squad, and certainly not after a bunch of them have just been hit.

    It would be nice to see something like their sitting position being lowered. For my part I wouldn't care if it made it look like their feet were dragging on the ground, if the limits of the coding causes something like that.

  8. I'm sure this has been discussed before, but I couldn't find the thread.

    I've just been noticing how vulnerable riders in German halftracks are to small arms fire. I don't mean the MG gunner but the passengers whose heads are all lined up above the rim of the armored side, regardless of suppression level.

    Yes, I know the halftrack is not an assault vehicle or an IFV, etc., but stuff happens when you leave the barracks.

    Does anyone recall whether BFC had any plans to position the riders lower in future, or has the thing been officially decreed Not A Problem?

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